Yep. Worth mentioning the Material SOP too where you can override on a
per point/primitive/global level if you need to.
It was also pointed out to me the other day that the Material SOP is
capable of generating material stylesheets for you. I'm still getting my
head around that particular functionality, but I can see it has the
potential to be very helpful in a more automated pipeline.
A
On 23/03/2017 12:36, Jordi Bares wrote:
Indeed, no matter which software we choose we will certainly miss
Softimage overrides and passes… Houdini offers a few approaches but
none of them is as smooth and easy as Softimage.
The best route I have round is to use Object_Merges to do the
overrides but indeed it is not as nice… :-P
BTW, check Material Style Sheets… will open some new avenues that may
be useful.
jb
On 23 Mar 2017, at 08:50, Rob Wuijster <[email protected]
<mailto:[email protected]>> wrote:
@Jordi and others:
Besides all the new stuff to learn, where - as you said - some stuff
is easier than others (VEX), my main gripe is rendering.
I still try to get some workflow running where I can easily create
Passes/Partitions/overrides like I did in Softimage.
I know it's not the same thing in H, but not being able to quickly
override shaders on top scene level, or in bundles is a huge miss.
It often results in multiple shaders and switches.
There's also Takes, but from what I've read on it most people stay
clear from it. And there's material stylesheets which are a tad
over-designed and not really user friendly imho.
So any workflows people developed on rendering, after starting to use
Houdini, are very much welcome.
cheers!
Rob
\/-------------\/----------------\/
On 22-3-2017 11:36, Jordi Bares wrote:
Yet for the points mentioned, I would have an easier time agreeing with you if indeed I found "some
things to be easier, and others not", whereas beyond what could be associated to "XSI muscle
memory", the sheer quantity or proportions of things that are not not just easier, but considerably
much (much!) easier, makes it hard to just overlook and just "go with it", especially when knowing
how things can be.
Putting aside the fact we have to move out of Softimage sooner or later
(hardware, OS, drivers, freelancers, support, etc… will eventually force us out)
Putting aside those areas Sofimage can’t compete because it does not have the
functionality (heavy duty FX mostly, Terrains, Game integration, etc…)
I would like to focus on those day to day scenarios you feel are not easy in
Houdini, after all we could submit this input to Side Effects.
Is there any particular scenario you feel strongly Softimage is much more
comfortable/easy/convenient?
:-)
jb
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